Old DOOMs up till 64. Halo 1 was also very repetitive in its lookalike hallways and got me lost multiple times. I don't miss the get lost mechanics of these games. Especially in doom where the function of the many look alike chambers was unknown to me so the architecture made no sense.
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I remember playing Assault on the Control Room on Halo 1 and one of the doors glitched and didn't unlock. I must have walked around those hallways for hours trying to work out where I was supposed to go
The original Bard's Tale
Me and my best friend literally spent a month of near nightly playing trying to get through the first in-town dungeon
Daggerfall also fits the bill
Jedi Fallen Order has no fast travel and the map sucks, do you often end up lost or backtracking.
Divinity Original Sin is also one that doesn't guide the player particularly well.
Jedi survivor is the exact same way
Just started playing a simple isometric game called Tunic. It's cute, and you play as a little button mashing fox creature with a sword in a language that's gibberish as you find hidden paths in the isometric style. It's frustrating for being so simplistic, because the hidden paths are hidden. I kinda like it so far tho. Just simple, relaxing, chill music, and cute AF artwork.
Absolutely adored that game! It's one of those that I wish I could replay without having remembers how I uncovered all the various secrets.
Myst, sometimes Max Payne, Doom 3, Tomb Raider
Try Platoon on the NES, you get bombarded by ennemies while you have to find your way through this abomination of a maze!
Control had me wandering around.
That's one of the best games I've played with one of the worst map designs I've ever seen.
I actually gave up because I was lost in an office most of the time.
This is an extremely specific situation in a game, but...
In World of Warcraft, back in the day, there was a dungeon in Outland, I believe it was Helfire Citadel. It wasn't particularly hard, but if you died, you were screwed. The way dungeon deaths worked was your spirit would spawn in a graveyard out in the regular world, and you would have to run your spirit ass back to the dungeon entrance to respawn. But finding the entrance to Helfire Citadel was so difficult I told the group if they don't rez me, they'd have to just kick me, because I'd never make it back in. It was awful.
There is a reason that as long as Hellfire Citadel has existed, the first Google auto complete suggestion is "Hellfire Citadel entrance."
Head Over Heels. Somehow I eventually managed to complete it, after much trial and error.
Metroid and Legend of Zelda I and II for NES.
Metroid for sure.
Metroid 2 was really bad for this too. If I hadn't been on a very long and boring vacation all those years ago, I probably would have never finished it.
Everyone should feel free to start their Metroid journey with Super Metroid.
Most recently it's Clair Obscur Expedition 33. There's an actual overworld map but you need to get your bearings in area maps and dungeons because there are none. You'll have to use local landmarks to get around, find clues for hidden areas, and the direction you actually need to go. I've spent hours in single areas just getting lost admiring the design and artwork.
So far for me the game has done a great job of having recognizable landmarks at least. I might not always know where I am, but I'll frequently come across something that orients me again.
I despise being lost in video games, but claire obscure has been fine because I never feel like I get lost for too long. Just long enough to appreciate the gorgeous and very weird world I'm in.
I still sometimes wish there was a map but it would probably be a net negative.
Beavis & Butthead (SNES/Genesis)
Chrono Trigger had me looking up guides as several points just to find a way to progress.
The old text adventures where being able to solve a puzzle required hitting the right words. "Oh, twist, not pull."
Dear God those text parser adventures. I remember playing Hugo's House of Horrors and trying for the longest time to remove some screws from a grate.
Okay screws np.
UNSCREW SCREWS
I don't know how to do that.
REMOVE SCREWS
I don't know how to do that.
Reeeee... Turns out it only responded specifically to UNDO SCREWS
It is like a game designed by a bitter English teacher.
I would say many games with procedural generated worlds, like Minecraft, No Man's Sky, etc. Where the main task is deciding where do I go next, where do I settle down, maybe there is some better place over the next hill, next planet, etc.
There are other games, where it is also sometimes not quite clear what to do next. Like games have a lot of progression and rebuilding of stuff that was done before because of it. Like Satisfactory, Factorio, etc.
And on a more literal sense, where you actually redo the game over and over to progress, like The Stanley Parable or Outer Wilds.
Some games have a very labyrinthine level design, where it also isn't really clear what to do next, like Dark Souls, Subnautica, etc.
Or environment puzzles, where you have to figure out how to progress, like the Myst series, Riven, etc.
Open ended games, like Minecraft and NMS , can be really hard for people who only play 'on rails' type games to wrap their minds around. 'Whats the point?', the same one as in living your life.
Also, personal opinion, Stanley Parable is NOT a game. It is a walking simulator with a bunch of bad philosophy thrown in.
For me it's always been Zelda games.
I spent so long on the 3DS in ocarina of time just running all over the entire map not sure how to progress, I eventually gave up. Those stupid boulders are supposed to give you tips but idk I just couldn't figure it out back then.